Hi Paul,

ShaderGen was written for GL2 and OSG-2.x, it doesn't provide a first
step at looking towards GL3, but in the context of OSG-2.x, look at it
as a first step.

Robert.

On Sat, Aug 8, 2009 at 9:39 PM, Paul Martz<[email protected]> wrote:
> Hi all -- I've finally had a chance to review the ShaderGen code. If I
> understand correctly, this was added as a step towards eventual support for
> OpenGL 3. However, I'm surprised by the OpenGL 2 / GLSL 1.20 nature of the
> shader code, specifically the extensive dependency on built-in uniforms and
> predefined vertex attributes that were deprecated with OpenGL 3 / GLSL 1.30
> -- even use of ftransform().
>
> Was the author assuming the code would be ported to OpenGL 3 / GLSL 1.30 in
> the future? Or was the author assuming that the host would set up uniforms
> and vertex attributes with names identical to the old GLSL 1.20 uniform and
> vertex attribute names (that would be a mistake in my opinion, as uniforms
> and vertex attributes starting with "gl_" are reserved)? Or have a simply
> misunderstood the point of this code?
>
> Thanks.
> --
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> +1 303 859 9466
>
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>
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